Alternate Ground Combat

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Unit type roles

Armor: 1d10; -2 to each roll if there is no allied infantry present; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties

Infantry: 1d6; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties; when 1 infantry unit is paired either with 1 armor, artillery, or air support unit, the infantry gets +1 added to its roll

Artillery: 1d8 and +1 added to total allied air support score; when attacking when defending engineers are present, must take lowest of three rolls

Anti-air defense (AAD): 1d6 but only applied against enemy air support; unit is the victor on its own victory table against air support (unless directly attacked by air support) but is eligible to take ground battle damage, as well

Engineers: 1d4 added to all defending allied units when defending OR 1d4 against defender’s specific target; 1d4 against attacker’s specific target; remove terrain penalties for a single type of allied unit

Air Support: 1d8 and ignores all damage from ground combat unless AAD is present (see AAD above); may also target AAD directly for direct “margin of victory” comparison.

Unit Terrain Modifier Table
Terrain Armor Infantry Artillery AA Engineers Air Support
Light Urban -1 +1 0 0 +1 0
Heavy Urban -2 +2 -1 0 +2 -1
Rural 0 0 0 0 0 0
Forest -1 +1 -1 -1 +1 -1
Jungle -2 +2 -2 -2 +2 -2
Sandy Desert -1 -1 +1 +1 0 +1
Rocky Desert -1 0 -1 0 +1 0
Mountainous -2 +2 -2 -1 +2 -1
Coastal -1 0 0 0 +1 +1
Tundra -1 -1 -1 -1 +1 -1
Grassland +1 0 +1 +1 0 +1
Polar -2 -2 -1 -1 +1 -1
Volcanic -2 -1 -2 -2 0 -1

Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls; otherwise, perform as regular infantry

Margin of Victory Table: Margin of Victory Victor Loser 1 : 1 (tied) 1d6 steps of damage 1d6 steps of damage >1.0 – 1.5 : 1 1d4 steps of damage 1d6 steps of damage >1.5 – 2.0 : 1 1d2 steps of damage 1d6 steps of damage >2.0 – 3.0 : 1 1 step of damage 1d8 steps of damage > 3.0 no damage 1d10 steps of damage

Random Force Generation 1. Determine how many units in a force. 2. Roll (1d6 +1) x 10 for percentage of units representing infantry. 3. Roll (1d4) x 10 for percentage of units representing armor; if armor percentage exceeds infantry percentage, reduce by 10% until below that of infantry; if total of infantry and armor percentages exceed 100%, reduce armor accordingly. 4. If total of infantry and armor percentages equals 90% or less, roll 1d4 and add 1 unit of the result: • 1: artillery • 2: anti-air defense: • 3: engineers • 4: air support 5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.